本文整理汇总了C++中SystemPath::IsSystemPath方法的典型用法代码示例。如果您正苦于以下问题:C++ SystemPath::IsSystemPath方法的具体用法?C++ SystemPath::IsSystemPath怎么用?C++ SystemPath::IsSystemPath使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类SystemPath
的用法示例。
在下文中一共展示了SystemPath::IsSystemPath方法的13个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: UpdateIconSelections
void SystemInfoView::UpdateIconSelections()
{
m_selectedBodyPath = SystemPath();
for (auto& bodyIcon : m_bodyIcons) {
bodyIcon.second->SetSelected(false);
RefCountedPtr<StarSystem> currentSys = Pi::game->GetSpace()->GetStarSystem();
if (currentSys && currentSys->GetPath() == m_system->GetPath()) {
//navtarget can be only set in current system
if (Body* navtarget = Pi::player->GetNavTarget()) {
const SystemPath& navpath = navtarget->GetSystemBody()->GetPath();
if (bodyIcon.first == navpath.bodyIndex) {
bodyIcon.second->SetSelectColor(Color(0, 255, 0, 255));
bodyIcon.second->SetSelected(true);
m_selectedBodyPath = navpath;
}
}
} else {
SystemPath selected = Pi::sectorView->GetSelected();
if (selected.IsSameSystem(m_system->GetPath()) && !selected.IsSystemPath()) {
if (bodyIcon.first == selected.bodyIndex) {
bodyIcon.second->SetSelectColor(Color(64, 96, 255, 255));
bodyIcon.second->SetSelected(true);
m_selectedBodyPath = selected;
}
}
}
}
}
示例2: GetHyperspaceExitPoint
vector3d Space::GetHyperspaceExitPoint(const SystemPath &source) const
{
assert(m_starSystem);
assert(source.IsSystemPath());
const SystemPath &dest = m_starSystem->GetPath();
Sector source_sec(source.sectorX, source.sectorY, source.sectorZ);
Sector dest_sec(dest.sectorX, dest.sectorY, dest.sectorZ);
Sector::System source_sys = source_sec.m_systems[source.systemIndex];
Sector::System dest_sys = dest_sec.m_systems[dest.systemIndex];
const vector3d sourcePos = vector3d(source_sys.p) + vector3d(source.sectorX, source.sectorY, source.sectorZ);
const vector3d destPos = vector3d(dest_sys.p) + vector3d(dest.sectorX, dest.sectorY, dest.sectorZ);
// find the first non-gravpoint. should be the primary star
Body *primary = 0;
for (BodyIterator i = BodiesBegin(); i != BodiesEnd(); ++i)
if ((*i)->GetSystemBody()->type != SystemBody::TYPE_GRAVPOINT) {
primary = *i;
break;
}
assert(primary);
// point along the line between source and dest, a reasonable distance
// away based on the radius (don't want to end up inside black holes, and
// then mix it up so that ships don't end up on top of each other
vector3d pos = (sourcePos - destPos).Normalized() * (primary->GetSystemBody()->GetRadius()/AU+1.0)*11.0*AU*Pi::rng.Double(0.95,1.2) + MathUtil::RandomPointOnSphere(5.0,20.0)*1000.0;
assert(pos.Length() > primary->GetSystemBody()->GetRadius());
return pos + primary->GetPositionRelTo(GetRootFrame());
}
示例3: l_sbodypath_system_only
/*
* Method: SystemOnly
*
* Derive a SystemPath that points to the whole system.
*
* > system_path = path:SystemOnly()
*
* Return:
*
* system_path - the SystemPath that represents just the system
*
* Availability:
*
* alpha 17
*
* Status:
*
* stable
*/
static int l_sbodypath_system_only(lua_State *l)
{
SystemPath *path = LuaObject<SystemPath>::CheckFromLua(1);
if (!path->HasValidSystem())
return luaL_error(l, "SystemPath:SystemOnly() self argument does not refer to a system");
if (path->IsSystemPath()) { return 1; }
const SystemPath sysOnly(path->SystemOnly());
LuaObject<SystemPath>::PushToLua(sysOnly);
return 1;
}
示例4: l_get_hyperspace_target
static int l_get_hyperspace_target(lua_State *l)
{
LuaObject<Player>::CheckFromLua(1);
if (Pi::game->IsNormalSpace()) {
SystemPath sys = Pi::sectorView->GetHyperspaceTarget();
assert(sys.IsSystemPath());
LuaSystemPath::PushToLua(&sys);
} else
lua_pushnil(l);
return 1;
}
示例5: l_set_hyperspace_target
static int l_set_hyperspace_target(lua_State *l)
{
LuaObject<Player>::CheckFromLua(1);
if (Pi::game->IsNormalSpace()) {
const SystemPath sys = *LuaObject<SystemPath>::CheckFromLua(2);
if (!sys.IsSystemPath())
return luaL_error(l, "Player:SetHyperspaceTarget() -- second parameter is not a system path");
Pi::sectorView->SetHyperspaceTarget(sys);
return 0;
} else
return luaL_error(l, "Player:SetHyperspaceTarget() cannot be used while in hyperspace");
}
示例6: l_get_hyperspace_target
static int l_get_hyperspace_target(lua_State *l)
{
Player *player = LuaObject<Player>::CheckFromLua(1);
SystemPath target;
if (Pi::game->IsNormalSpace())
target = Pi::sectorView->GetHyperspaceTarget();
else
target = player->GetHyperspaceDest();
assert(target.IsSystemPath());
LuaObject<SystemPath>::PushToLua(target);
return 1;
}
示例7: l_sbodypath_meta_tostring
static int l_sbodypath_meta_tostring(lua_State *l)
{
SystemPath *path = LuaObject<SystemPath>::CheckFromLua(1);
if (path->IsSectorPath()) {
lua_pushfstring(l, "<%d,%d,%d>", path->sectorX, path->sectorY, path->sectorZ);
} else if (path->IsSystemPath()) {
lua_pushfstring(l, "<%d,%d,%d : %d>",
path->sectorX, path->sectorY, path->sectorZ,
path->systemIndex);
} else {
assert(path->IsBodyPath());
lua_pushfstring(l, "<%d,%d,%d : %d, %d>",
path->sectorX, path->sectorY, path->sectorZ,
path->systemIndex, path->bodyIndex);
}
return 1;
}
示例8: GetHyperspaceExitPoint
vector3d Space::GetHyperspaceExitPoint(const SystemPath &source) const
{
assert(m_starSystem);
assert(source.IsSystemPath());
const SystemPath &dest = m_starSystem->GetPath();
Sector source_sec(source.sectorX, source.sectorY, source.sectorZ);
Sector dest_sec(dest.sectorX, dest.sectorY, dest.sectorZ);
Sector::System source_sys = source_sec.m_systems[source.systemIndex];
Sector::System dest_sys = dest_sec.m_systems[dest.systemIndex];
const vector3d sourcePos = vector3d(source_sys.p) + vector3d(source.sectorX, source.sectorY, source.sectorZ);
const vector3d destPos = vector3d(dest_sys.p) + vector3d(dest.sectorX, dest.sectorY, dest.sectorZ);
return (sourcePos - destPos).Normalized() * 11.0*AU + MathUtil::RandomPointOnSphere(5.0,20.0)*1000.0; // "hyperspace zone": 11 AU from primary
}
示例9: GetHyperspaceExitPoint
vector3d Space::GetHyperspaceExitPoint(const SystemPath &source, const SystemPath &dest) const
{
assert(m_starSystem);
assert(source.IsSystemPath());
assert(dest.IsSameSystem(m_starSystem->GetPath()));
RefCountedPtr<const Sector> source_sec = m_sectorCache->GetCached(source);
RefCountedPtr<const Sector> dest_sec = m_sectorCache->GetCached(dest);
Sector::System source_sys = source_sec->m_systems[source.systemIndex];
Sector::System dest_sys = dest_sec->m_systems[dest.systemIndex];
const vector3d sourcePos = vector3d(source_sys.GetPosition()) + vector3d(source.sectorX, source.sectorY, source.sectorZ);
const vector3d destPos = vector3d(dest_sys.GetPosition()) + vector3d(dest.sectorX, dest.sectorY, dest.sectorZ);
Body *primary = 0;
if (dest.IsBodyPath()) {
assert(dest.bodyIndex < m_starSystem->GetNumBodies());
primary = FindBodyForPath(&dest);
while (primary && primary->GetSystemBody()->GetSuperType() != SystemBody::SUPERTYPE_STAR) {
SystemBody* parent = primary->GetSystemBody()->GetParent();
primary = parent ? FindBodyForPath(&parent->GetPath()) : 0;
}
}
if (!primary) {
// find the first non-gravpoint. should be the primary star
for (Body* b : GetBodies())
if (b->GetSystemBody()->GetType() != SystemBody::TYPE_GRAVPOINT) {
primary = b;
break;
}
}
assert(primary);
// point along the line between source and dest, a reasonable distance
// away based on the radius (don't want to end up inside black holes, and
// then mix it up so that ships don't end up on top of each other
vector3d pos = (sourcePos - destPos).Normalized() * (primary->GetSystemBody()->GetRadius()/AU+1.0)*11.0*AU*Pi::rng.Double(0.95,1.2) + MathUtil::RandomPointOnSphere(5.0,20.0)*1000.0;
assert(pos.Length() > primary->GetSystemBody()->GetRadius());
return pos + primary->GetPositionRelTo(GetRootFrame());
}
示例10: l_set_hyperspace_target
static int l_set_hyperspace_target(lua_State *l)
{
LuaObject<Player>::CheckFromLua(1);
if (Pi::game->IsNormalSpace()) {
const SystemPath path = *LuaObject<SystemPath>::CheckFromLua(2);
if (!path.IsSystemPath()) {
if (!path.IsBodyPath()) {
return luaL_error(l, "Player:SetHyperspaceTarget() -- second parameter is not a system path or the path of a star");
}
RefCountedPtr<StarSystem> sys = Pi::game->GetGalaxy()->GetStarSystem(path);
// Lua should never be able to get an invalid SystemPath
// (note: this may change if it becomes possible to remove systems during the game)
assert(path.bodyIndex < sys->GetNumBodies());
SystemBody *sbody = sys->GetBodyByPath(path);
if (!sbody->GetSuperType() == SystemBody::SUPERTYPE_STAR)
return luaL_error(l, "Player:SetHyperspaceTarget() -- second parameter is not a system path or the path of a star");
}
Pi::game->GetSectorView()->SetHyperspaceTarget(path);
return 0;
} else
return luaL_error(l, "Player:SetHyperspaceTarget() cannot be used while in hyperspace");
}
示例11: l_sbodypath_get_system_body
/*
* Method: GetSystemBody
*
* Get a <SystemBody> object for the body that this path points to
*
* > body = path:GetSystemBody()
*
* Return:
*
* body - the <SystemBody>
*
* Availability:
*
* alpha 10
*
* Status:
*
* stable
*/
static int l_sbodypath_get_system_body(lua_State *l)
{
SystemPath *path = LuaObject<SystemPath>::CheckFromLua(1);
if (path->IsSectorPath()) {
luaL_error(l, "Path <%d,%d,%d> does not name a system or body", path->sectorX, path->sectorY, path->sectorZ);
return 0;
}
RefCountedPtr<StarSystem> sys = Pi::game->GetGalaxy()->GetStarSystem(path);
if (path->IsSystemPath()) {
luaL_error(l, "Path <%d,%d,%d : %d ('%s')> does not name a body", path->sectorX, path->sectorY, path->sectorZ, path->systemIndex, sys->GetName().c_str());
return 0;
}
// Lua should never be able to get an invalid SystemPath
// (note: this may change if it becomes possible to remove systems during the game)
assert(path->bodyIndex < sys->GetNumBodies());
SystemBody *sbody = sys->GetBodyByPath(path);
LuaObject<SystemBody>::PushToLua(sbody);
return 1;
}
示例12: SystemChanged
void SystemInfoView::SystemChanged(const SystemPath &path)
{
DeleteAllChildren();
m_tabs = 0;
if (!path.IsSystemPath())
return;
m_system = StarSystem::GetCached(path);
m_sbodyInfoTab = new Gui::Fixed(float(Gui::Screen::GetWidth()), float(Gui::Screen::GetHeight()-100));
if (m_system->m_unexplored) {
Add(m_sbodyInfoTab, 0, 0);
std::string _info =
Lang::UNEXPLORED_SYSTEM_STAR_INFO_ONLY;
Gui::Label *l = (new Gui::Label(_info))->Color(1.0f,1.0f,0.0f);
m_sbodyInfoTab->Add(l, 35, 300);
ShowAll();
return;
}
m_econInfoTab = new Gui::Fixed(float(Gui::Screen::GetWidth()), float(Gui::Screen::GetHeight()-100));
Gui::Fixed *demographicsTab = new Gui::Fixed();
m_tabs = new Gui::Tabbed();
m_tabs->AddPage(new Gui::Label(Lang::PLANETARY_INFO), m_sbodyInfoTab);
m_tabs->AddPage(new Gui::Label(Lang::ECONOMIC_INFO), m_econInfoTab);
m_tabs->AddPage(new Gui::Label(Lang::DEMOGRAPHICS), demographicsTab);
Add(m_tabs, 0, 0);
m_sbodyInfoTab->onMouseButtonEvent.connect(sigc::mem_fun(this, &SystemInfoView::OnClickBackground));
m_bodyIcons.clear();
int majorBodies, starports;
{
float pos[2] = { 0, 0 };
float psize = -1;
majorBodies = starports = 0;
PutBodies(m_system->rootBody, m_econInfoTab, 1, pos, majorBodies, starports, psize);
majorBodies = starports = 0;
pos[0] = pos[1] = 0;
psize = -1;
PutBodies(m_system->rootBody, m_sbodyInfoTab, 1, pos, majorBodies, starports, psize);
majorBodies = starports = 0;
pos[0] = pos[1] = 0;
psize = -1;
PutBodies(m_system->rootBody, demographicsTab, 1, pos, majorBodies, starports, psize);
}
std::string _info = stringf(
Lang::STABLE_SYSTEM_WITH_N_MAJOR_BODIES_STARPORTS,
formatarg("bodycount", majorBodies),
formatarg("body(s)", std::string(majorBodies == 1 ? Lang::BODY : Lang::BODIES)),
formatarg("portcount", starports),
formatarg("starport(s)", std::string(starports == 1 ? Lang::STARPORT : Lang::COUNT_STARPORTS)));
_info += "\n\n";
_info += m_system->GetLongDescription();
{
// astronomical body info tab
m_infoBox = new Gui::VBox();
Gui::HBox *scrollBox = new Gui::HBox();
scrollBox->SetSpacing(5);
m_sbodyInfoTab->Add(scrollBox, 35, 250);
Gui::VScrollBar *scroll = new Gui::VScrollBar();
Gui::VScrollPortal *portal = new Gui::VScrollPortal(730);
scroll->SetAdjustment(&portal->vscrollAdjust);
Gui::Label *l = (new Gui::Label(_info))->Color(1.0f,1.0f,0.0f);
m_infoBox->PackStart(l);
portal->Add(m_infoBox);
scrollBox->PackStart(scroll);
scrollBox->PackStart(portal);
}
{
// economy tab
Gui::HBox *scrollBox2 = new Gui::HBox();
scrollBox2->SetSpacing(5);
m_econInfoTab->Add(scrollBox2, 35, 300);
Gui::VScrollBar *scroll2 = new Gui::VScrollBar();
Gui::VScrollPortal *portal2 = new Gui::VScrollPortal(730);
scroll2->SetAdjustment(&portal2->vscrollAdjust);
scrollBox2->PackStart(scroll2);
scrollBox2->PackStart(portal2);
m_econInfo = new Gui::Label("");
m_econInfoTab->Add(m_econInfo, 35, 250);
Gui::Fixed *f = new Gui::Fixed();
m_econMajImport = new Gui::Label("");
m_econMinImport = new Gui::Label("");
//.........这里部分代码省略.........
示例13: l_sbodypath_is_system_path
static int l_sbodypath_is_system_path(lua_State *l)
{
SystemPath *path = LuaObject<SystemPath>::CheckFromLua(1);
LuaPush(l, path->IsSystemPath());
return 1;
}